Post by dragonkd on Jun 29, 2016 14:32:44 GMT -6

will do, as they are posted. when I do crowdfund it will include a trailer and non nerfed demo of the first four areas.I will be posting an early demo here as well, so if you like it you should tell others.

Post by LeoLeWolferoux on Jun 29, 2016 15:51:29 GMT -6

will do, as they are posted. when I do crowdfund it will include a trailer and non nerfed demo of the first four areas.I will be posting an early demo here as well, so if you like it you should tell others.

That's really rad that you're MAKING a game! I wish I was that talented LOL. Yeah let us know when the kickstarter comes out, I'll gladly help out!

People are secretly robots. The heart runs on an electric pulse, emotions are chemical reactions in the brain, and your diet contains metal.

Post by dragonkd on Jun 29, 2016 20:01:54 GMT -6

you know what I would be glad about? if I knew I wouldn't become a failure, because if that is the case there is no :: youll do better next time champ:: because people trusted, berlieved, and backed you. you just let ALOT of people down. see good ol days by twenty one pilots, and keep my words in mind while listening to it.

Post by dragonkd on Jul 14, 2016 3:08:09 GMT -6

almost all of the explorable cave is done,broke bat AI and some item physicsmapped out some of the forestfile key system is in place (flags/data)dialogue system with key adjustment.

next up, the cave should be fully done, resources should be in,crafting,merchants, and some other fun nonsense.GalamothXombieMikefatihgalso, fatihg should have fun TEARING this "apart". its got some tricks meant for speedrunners as it is.

Post by dragonkd on Jul 22, 2016 21:37:20 GMT -6

hello everyone. this isn't going to be a traditional update with a video,

but it should suffice, and feedback on this would be appreciated.

so to kick things of here is some art, I finished zealots model, (you can assume he is a character in game for now)

so that is one positive.

but now for what I am really writing this for:

the crafting menu.

in the menu, you have a dropdown including all of the items sirus knows how to craft.

if you select an item, you can see the materials required to craft it.

when you are ready, press craft the number of times you would like to repeat the recipe. done.

shouldn't take a rocket scientist to figure out, but even so.

a modified version of the menu will be used for merchants.

something a bit more fun, weapon trees.

there are two kinds of equipment. normal and unique.

normal gear can be crafted (but can also be found),

unique gear cannot, and must be found in the world.

now, lets say you want to make a copper spear.

if you wanted to make it from scratch, it would look something like this:

150 essence,

2 sticks,

2 leather,

2 copper ore.

however, if you already made a stone spear earlier (75 essence, 2 sticks,2 flint)

then you could upgrade that stone spear up to a copper spear with less material:

75 essence,

1 leather,

2 copper ore.

now, when you get to higher tier weapons you will have multiple different upgrade options.

lets look at an iron sword for instance

bronze sword >>> iron sword >>> iron sword +1 >>> steel sword

>>>silver sword

>>>fire iron sword

ETC.

the same can be done with all other equipment types presumably.

I don't do it intentionally, but it reminds me of the soulforge system from DOS, just a bit more fun, with more options and less work.

the same can be said of the spirit system later, but we shall see.

higher tier weapons will go higher in the +1 chain, but you should never see more than +5. each plus rank should require much more material, and in return provide a bigger stat boost, rather than in small increments.

I would appreciate any questions comments complaints or opinions, after all these would help me with how to deal with the system going forward.

and if I didn't make it clear, equipment means arms and armor, with a few non weapon items also as necessary.

Post by m0nkf15h on Jul 23, 2016 5:39:52 GMT -6

Nice work so far; i like your character models, seems like it has the makings of a pretty fun game. One thing i did notice on your crafting menu, probably not the best choice of font, the colour and style make it kind of hard to read. Perhaps a simpler font would work better, crafting system itself seems cool though. (guessing you acquire essence through kills and raw materials though exploration)

Post by DaNastyMan on Aug 31, 2016 17:02:16 GMT -6

Drop the #s from the gameplay part of the meters just leave the bars, keep the #s in the menus. I say this due to the fluctuating numbers may annoy people after a while.

Edit at 16:07 PST 8/31/16 :Change the text on the splash screen to a different font(Like this onewhich is New Times Roman), remove your face from that as well and your self credit, or at least make a better self credit: Concept, Design and Art by Mike *Insert last name*.

The face picture can be used for the "Who is running this project" section of your Kickstarter and you can make a point about how you're doing this as a one man team that way. Your on to something but imo you need to surpse things up.

Last Edit:Aug 31, 2016 17:10:32 GMT -6 by DaNastyMan: Going into more detail.

Post by DaNastyMan on Aug 31, 2016 23:40:26 GMT -6

You'd be surprised on some of these Kickstarters in terms of using font that looks really dumb.

I'd only debate that unless you need to show the amount needed for something specific (something requires 10 mp) it doesn't need to be \there and can hold off until the menus.

The game looks alright for something with no real budget and everything like that. The combat looks a bit clunky, such as the level design in the newest Alpha video I'd say open up the hole that the character falls into so you have some space to back up and or run away a bit more than hopping around and hope it doesn't attack. Give the character an attack upwards (such as a 90 degree swipe that goes from the top left to the top right or reverse.) That way you don't have to jump attack.

Post by XombieMike on Sept 14, 2016 11:19:57 GMT -6

Instead of attaching images and using server space, please use something like Imgur to host the images. I think this is mentioned in the rules when it comes to picture posts. Sometimes it's ok, but it makes backing up take longer and has various other things that make it better to link to off site pics.

Post by dragonkd on Oct 3, 2016 21:00:31 GMT -6

APART pre alpha 1.65this is a link to pre alpha 1.65.I will be posting builds here occasionally until kickstarter,usually one month between each major release.remember that this is still very early in development,and I can use all the feedback I can get.

Post by dragonkd on Dec 16, 2016 0:33:15 GMT -6

linkso, this is version 1.7, marking a major pre alpha release.the mountins are in a debug state, new enemies, new items, etc,attack animations are going through a revision, allowing both better movement and hitboxes,the bronze set of weapons is ingame, but there is currently no way to obtain themwe have mappable controller supportyou can now access the flame menu from pause, rather than needing to go to a spiritflame to craft or change inventory etca lot of movement revisions, the game should feel more responsive now.wind for background props has been removed, allowing a speed boost until I add it as an option in the menu.

Post by dragonkd on Dec 26, 2016 14:16:50 GMT -6

A mini update video.I have scrapped the existing level design as it would not be interesting or enjoyable for the player,going forward, much more attention will be given to enemy AI, th environment, and how these encounters will cause the player to act.so, remade areas, new or improved enemies, andmore items hidden along the way.

in addition to this, we have bronze weapons, as well as the great we4apon style (overhead swings)the weapons styles still missing: rapiers, bows, guns, and various types of magic.

there is a pause menu now for inventory and other basic stuff.environmental props are now procedurally generated with each level load.

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